Designed to remedy the lack of "end game" content for Old School-style gaming, The Dreams of Ruin is a setting-neutral adventure supplement aimed at characters of level 12 to 16. The material can be used with groups from level 8 to max level (and beyond, if the system supports ascent to divinity for high-level character). Capable of challenging even the most experienced players and most powerful characters, The Dreams of Ruin are an unforgettable addition to any high-level campaign. But beware! The dreams are mighty and can overwhelm even fearsome warlords and powerful wizard-kings. One touch of them, and your campaign world will never be the same.
Welcome to the Port City of Antioch! This sprawling community is the seat of power for the Kingdom of Nirack and has more than a few sights to see! This setting was created for a desert (fore coming) series and was used as a base of operations for the adventurers. Many strange sights await those wishing to visit the area. Note in the player testing version there was a language barrier until a Dwarven slave was located to translate for the party! This is of course optional. Welcome to the exotic world on the southern shores of the Newmack Sea!
... for hundreds of years, the monks of Sheargardt Manor at Luci Vale have provided spiritual guidance (in the name of their deity—Caelis) and world-class ales to the folk who live in nearby Luci Village. At the head of the high-mountain valley Luci Keep is tasked with keeping the pass over the high mountains safe fortravelers throughout the year. However, in recent months, word has come down from the mountains to the port city of Galan that the Abbot Christoph has allowed evil to enter the Manor. And now, a representative of the Caelian order is sent to learn the truth of the matter, and remove Christoph if necessary... Published by Usherwood Publishing
Villagers have gone missing! A mix of clues, superstitions, and omens point to the brooding citadel of the emerald sorcerer. This silent monolith has sat undisturbed atop a windy ridge for centuries. Legends say that a green-skinned sorcerer dwells there, where he conducts strange experiments and builds enigmatic machinery. His green-skinned constructs patrol the grounds of his citadel, and he is seen only rarely when he ventures out on nefarious errands that end in horrid screams and strange lights coming from his citadel. Now it is time to penetrate his inner sanctum…
The peaks of a nearby mountain range have been home to Krikk, an old white dragon, for as long as anyone can remember. Aside from claiming ownership of a few villages and settlements near her range, she hasn’t posed much of a threat or even taken much notice of political events around her. Last week, a king’s prophet had a vision of golems made of ice that wouldn’t melt smashing through the royal castle walls, and of crops frozen under sheets of ice formed by the white dragon’s breath. Alarmed, the king has sent word that he desires someone brave enough to go to the dragon and find out whether she’s about to attack. If she is, the party must stop her before it’s too late. But, another prophet warns that the white dragon has an entirely different plot afoot, and that an icy grave awaits anyone who goes up the mountain. The player characters (PCs) have to figure out what’s going on—then decide on their own what they should do about it, while the fate of a king and his castle hangs in the balance.
The renegade magic-user Bargle is wanted, dead or alive. Rumor holds that he dwells in the bowels of a nearby abandoned keep, performing all sorts of foul sorcery. Only the truly brave, or perilously foolish, would dare to challenge Bargle in his own domain. Expanded dungeon of the BECMI red box sample dungeon.
Just Add Water is a sewer-based dungeon crawl that can be easily inserted into any adventure. All you need is a location with a sewer system and a reason for the party to explore it.
All of the Treasure, None of the Traps is an adventure that includes a single gauntlet of traps that contains twelve traps; meaning that it has either one or twelve encounters. The adventure consists of a long, twisting corridor with all of the traps set off, but these traps are reset by the PCs when they reach the center of the area. Pgs. 32-34
Two common elements mixed together create deadly peril. The last dungeon that many heroes will ever see. This dungeon crawl was based on the original S1 Tomb of Horrors. This is not an adventure for neophyte adventurers. Many traps, puzzles, and monsters exist to kill the party. However, the treasure of the mud sorcerers may be too tempting to pass by! Pgs. 50-70
The pearl divers of Shoalbury are in trouble. A band of birdlike kenku and ogres have been ambushing and plundering outgoing shipments of pearls, and the villagers are growing desperate. And why are the bandits stealing eyes from the bodies of their victims? A single guard survived the most recent ambush with one eye intact, and his testimony may just be enough to lead a brave band of adventurers to the bandit lair, and to the sinister cult they serve.
Fort Akor has come under attack by a dragon, but when the PCs seek out the beast in the surrounding jungle they discover the dragon may be the least of the fort’s troubles. The Pcs travel to Fort Akor, where they learn that the fort has been under attack by a dragon (which is really a tyrannosaur). Prince Henri asks the PCs to slay the dragon attacking his fort before it causes further damage. If the PCs investigate the fort before setting out after the tyrannosaur, they may discover the hidden corpse of its hatchling. They may also discover the truth behind the fort's dark history. Tracking the "dragon" to its lair and slaying it for Prince Henri forces the characters into conflict with a faction of the centaurs living in the jungle, who disposed the hatchlings corpse at the fort. Discoveruing the truth of the prince's conflict with the jungle natives might lead to an alliance. Pgs. 16-41
Bale, the kind gnome and owner of Bale's Outfitting Outpost, requests that the adventurers track down a group of youngsters that rented horses from him. The horses are overdue and Bale believes that he may have been swindled. Unbeknownst to the gnome, the party of young adventurers has met a dark fate. Will your adventurers accept Bale's request to track down the youngsters and, in doing so, find out what really happened? Or will they leave more blood on the trail? The module includes an introduction to Bale's Outfitting Outpost, encounter stat blocks, maps, and a battle stat tracker. Note: You do not need the Bale's Outfitting Outpost module to run this adventure.
Bring a party of adventurers to a bustling city, where mysteries and dangers lurk around every turn. Just when you think you have the answers, a whole set of new questions arise. No matter which leads you follow, you will find yourselves... "At the Heart of Corruption" - one-shot murder mystery and fantasy horror adventure.
Some ports are more dangerous than the storm. It's alive, it's hungry, it's growing. And you're on the menu. Alone, out in the wilds with a savage winter storm bearing down on you, you need shelter to survive. You stumble through the trees and smell wood-smoke. Ahead you spot the small fortified trading outpost known as Jacob's well. You're not the only traveller to find themselves stranded here in the teeth of the storm. The only problem, someone has bought something with them, it's alive, it's growing, it's voracious and you are all on the menu. Think Aliens and The Thing and you're on the right track. Has potential to be scaled to suit a group of adventurers. Pgs. 8-23
There is the well-known regional legend of Iptiz, a spirit naga whose greed was remarkable even among its own kind. Murderous raids and relentless pillaging yielded a hoard so valuable that the creature needed some place to store and protect it. Thus was the Vault conceived: an underground complex custom built to destroy anyone who is not its creator. Years ago, Iptiz's campaign of terror suddenly ended without precursor or cause. The location of the Vault was never discovered. Until now. The ring-city of Sulindal, built upon the shores of a mile-wide desert oasis, has come under martial law by an invading army of yuan-ti. They intend to exploit the resources in this renowned city of knowledge to locate the third and final Beacon of Selune. ...but for what purpose? A four to six hour adventure for four 5th level players.
The Dreaming Caldera involves the players infiltrating a volcano teeming with monsters that are intent on constructing a chaos god. The players must navigate through the hostile environment, disrupt the monstrous activities, and ultimately prevent a catastrophic event. 27 keyed locations Written for the Old-School Essentials (OSE) rule system
In the kingdom of Keystone, at the mouth of the Manyforks River, stands the port city of Barnacus. It was founded two hundred years ago, and its strategic military and commercial location has made it the second most important city in the kingdom. The city is under the rulership of Haermond II, Duke of the province of Elcadan, a half-elf of high esteem who has been in charge for more than a century. His outstanding commercial politics have made the city very prosperous; almost every trade company in this part of the continent has a counting house in the port of Barnacus. Because of this prosperity, the city has suffered many pirate raids, and thieving activity is a fact of life for residents and visitors alike.
Home to a variety of merchants, malcontents, and adventures this city has something for everyone. A group favorite for one-shot adventures my players all enjoy a visit to this city located in the Principality of Lockerbie. This city has a both generalized encounters and open challenges for any numbers of players. The open challenges (City adventure hooks) have been left to assign challenge ratings depending upon the characters encountering the issue. The vast sprawl of the city gives the players a multitude of businesses to shop in but gives the DM the flexibility to make it “fit” their campaign. I hope your characters enjoy Kettlespit as much as mine do!
'A Doven Investigation' is an adventure for 5e to take characters from level 1 to 3. Within the city of Doven a series of bizarre accidents have worried city authorities. They suspect the origin of these accidents come from a necromancer and so seek out a group of adventurers to hire. Their job is to find out what is causing these accidents and put a stop to it. This job though won't be as easy as it seems. The party will have to make sure to not accuse innocent people, work what the city authorities aren't telling them about these accidents and finally uncover the more infernal origin of what endangers Doven. This adventure serves as a sandbox mystery adventure presenting the party a variety of ways to uncover what truly is happening in Doven. It is a good way for a parties characters to meet up and explore the city of Doven together as they work out more and more about the city.
Who can the heroes trust in the verdant depths of the Feywild? While resting in the wilds on the night of a full moon, the party are accidentally drawn into the Feywild, and must find their way back. With a choice of routes to follow, the heroes may encounter either the naive but vengeful undine Dapple, or the urbane and callous fey lord Verian. Each holds the ability to send the party home, if they agree to retrieve something from the other. Venturing past carnivorous vines and a troll-guarded bridge, can the adventurers be persuasive or sneaky enough to avoid an outright battle? Full Moon, Fey Tales is a 3-4 hour adventure for characters of 5th to 7th level. It aims to give the players genuine choice on how to deal with their plight, and can be completed without a single combat, or by battling the whole way through - whatever your group prefers!